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This is way more complicated than it needs to be... 080440F4 is the shiny decision routine. Go to 0804411E and replace it with 00 20. This is the spot that it checks whether the value is greater or less than 7. Replacing that will make the value always 00 right before the check, and that means all pokemon will be shiny. Much easier to replace 2 bytes.

There are a couple of ways in fr. There is software interrupt 0x6, which is a bios function call that does division and modulo. There is routine 081E4018 developed by gamefreak, that does division and modulo as well.

There are a couple of ways in fr. There is software interrupt 0x6, which is a bios function call that does division and modulo. There is routine 081E4018 developed by gamefreak, that does division and modulo as well.

kan u post something on xse? it aint wantin to work for me. it will work. but it shuts down after like a second.

O poor English, struck down in its prime.

Anyway, this is because of the auto update feature. Since Hackmew's site is down, it tries to update, fails, and closes. To fix it, go into your .ini file and change it so that the AutoUpdateCheck equals zero.

Almost all of the reference links for the ASM tutorial are broken. I have found a few of them, would it be alright for me to post them here? Or should I pm them to DrFuji/giradalkia to add to the end of the tut?

Edit: only two are broken.... Wow, I remember that being a lot more last time....

Edit2: I guess since no one has objected it is fine for me to post the links here:

And this 2nd code works correctly but takes more space and it is more complicated. So, I'm wondering if ldr and/or cmr commands have some particular behaviour that makes the first code not working??? Or am I just doing something wrong?

And this 2nd code works correctly but takes more space and it is more complicated. So, I'm wondering if ldr and/or cmr commands have some particular behaviour that makes the first code not working??? Or am I just doing something wrong?

Would you mind giving us all of the ASM in the regular format? It is really tough the read this way.

The first one doesn't jump to TheyAreEqualz even when it should, the second code works perfectly for me. (Sorry, for some reason, line skips are removed from my posts ;_; I think it's just my ****** Internet -.-')

The first one doesn't jump to TheyAreEqualz even when it should, the second code works perfectly for me. (Sorry, for some reason, line skips are removed from my posts ;_; I think it's just my ****** Internet -.-')

From looking at your code, both routines are loading different things. Parts are loading words and others are loading half-words and neither lines up with the other routine. That is probably where your problem lies. A word is 4 bytes and a half-word is 2 bytes. Take that as you wish.

.word 0x020270B6 + (0x800D * 2)
Assigns the word (32 bits) 0x020270B6 + (0x800D * 2) = 0x020370D0 to .VAR. If you're wondering about the "weird" format, I made that to make it easier changing the variable used. Note however this would work only for temporary variables, 0x800D onwards. For the previous temporary variables, just increase the main address by 2 (in the example above, you would change it to .word 0x020270B8 + (0x8000 * 2), if you were to use variable 0x8000).

But does this way work for any other variables other than the 0x8000 family?

.word 0x020270B6 + (0x800D * 2)
Assigns the word (32 bits) 0x020270B6 + (0x800D * 2) = 0x020370D0 to .VAR. If you're wondering about the "weird" format, I made that to make it easier changing the variable used. Note however this would work only for temporary variables, 0x800D onwards. For the previous temporary variables, just increase the main address by 2 (in the example above, you would change it to .word 0x020270B8 + (0x8000 * 2), if you were to use variable 0x8000).

But does this way work for any other variables other than the 0x8000 family?

The others are DMA protected. Check my battle bg changer to see how to check vars of others. There is an in-game decrypter function.

So I have tried using the palette editing tutorial together with APE.
I did change the palettes of the National Pokédex, but I failed as for the right ones.
The broken images in OP could really be of help here.
Instead of changing that "green" frame of the National Pokédex for the brown one from the Regional Pokédex, I changed the background of the Pokédex to red and brown (and I didn't even use red while editting palettes...)
I opened the palettes, just like HackMew's tutorial said to, and I changed every green color for brown colors (only colors that were already in the palette) and this happened.
Help?

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